200 lines
5.4 KiB
C#
200 lines
5.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public struct MapSmudge
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{
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public string Type;
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public int Depth;
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}
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[Desc("Attach this to the world actor.", "Order of the layers defines the Z sorting.")]
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public class SmudgeLayerInfo : ITraitInfo
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{
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public readonly string Type = "Scorch";
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[Desc("Sprite sequence name")]
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public readonly string Sequence = "scorch";
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public readonly int SmokePercentage = 25;
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[Desc("Sprite sequence name")]
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public readonly string SmokeType = "smoke_m";
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[SequenceReference("SmokeType")] public readonly string SmokeSequence = "idle";
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[PaletteReference] public readonly string SmokePalette = "effect";
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[PaletteReference] public readonly string Palette = TileSet.TerrainPaletteInternalName;
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[FieldLoader.LoadUsing("LoadInitialSmudges")]
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public readonly Dictionary<CPos, MapSmudge> InitialSmudges;
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public static object LoadInitialSmudges(MiniYaml yaml)
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{
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MiniYaml smudgeYaml;
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var nd = yaml.ToDictionary();
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var smudges = new Dictionary<CPos, MapSmudge>();
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if (nd.TryGetValue("InitialSmudges", out smudgeYaml))
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{
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foreach (var node in smudgeYaml.Nodes)
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{
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try
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{
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var cell = FieldLoader.GetValue<CPos>("key", node.Key);
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var parts = node.Value.Value.Split(',');
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var type = parts[0];
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var depth = FieldLoader.GetValue<int>("depth", parts[1]);
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smudges.Add(cell, new MapSmudge { Type = type, Depth = depth });
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}
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catch { }
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}
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}
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return smudges;
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}
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public object Create(ActorInitializer init) { return new SmudgeLayer(init.Self, this); }
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}
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public class SmudgeLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
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{
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struct Smudge
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{
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public string Type;
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public int Depth;
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public Sprite Sprite;
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}
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public readonly SmudgeLayerInfo Info;
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readonly Dictionary<CPos, Smudge> tiles = new Dictionary<CPos, Smudge>();
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readonly Dictionary<CPos, Smudge> dirty = new Dictionary<CPos, Smudge>();
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readonly Dictionary<string, Sprite[]> smudges = new Dictionary<string, Sprite[]>();
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readonly World world;
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TerrainSpriteLayer render;
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public SmudgeLayer(Actor self, SmudgeLayerInfo info)
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{
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Info = info;
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world = self.World;
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var sequenceProvider = world.Map.Rules.Sequences;
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var types = sequenceProvider.Sequences(Info.Sequence);
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foreach (var t in types)
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{
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var seq = sequenceProvider.GetSequence(Info.Sequence, t);
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var sprites = Exts.MakeArray(seq.Length, x => seq.GetSprite(x));
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smudges.Add(t, sprites);
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}
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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var first = smudges.First().Value.First();
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var sheet = first.Sheet;
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if (smudges.Values.Any(sprites => sprites.Any(s => s.Sheet != sheet)))
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throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
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var blendMode = first.BlendMode;
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if (smudges.Values.Any(sprites => sprites.Any(s => s.BlendMode != blendMode)))
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throw new InvalidDataException("Smudges specify different blend modes. "
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+ "Try using different smudge types for smudges that use different blend modes.");
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render = new TerrainSpriteLayer(w, wr, sheet, blendMode, wr.Palette(Info.Palette), wr.World.Type != WorldType.Editor);
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// Add map smudges
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foreach (var kv in Info.InitialSmudges)
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{
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var s = kv.Value;
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if (!smudges.ContainsKey(s.Type))
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continue;
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var smudge = new Smudge
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{
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Type = s.Type,
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Depth = s.Depth,
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Sprite = smudges[s.Type][s.Depth]
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};
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tiles.Add(kv.Key, smudge);
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render.Update(kv.Key, smudge.Sprite);
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}
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}
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public void AddSmudge(CPos loc)
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{
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if (Game.CosmeticRandom.Next(0, 100) <= Info.SmokePercentage)
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(world.Map.CenterOfCell(loc), w, Info.SmokeType, Info.SmokeSequence, Info.SmokePalette)));
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if (!dirty.ContainsKey(loc) && !tiles.ContainsKey(loc))
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{
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// No smudge; create a new one
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var st = smudges.Keys.Random(world.SharedRandom);
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dirty[loc] = new Smudge { Type = st, Depth = 0, Sprite = smudges[st][0] };
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}
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else
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{
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// Existing smudge; make it deeper
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var tile = dirty.ContainsKey(loc) ? dirty[loc] : tiles[loc];
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var maxDepth = smudges[tile.Type].Length;
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if (tile.Depth < maxDepth - 1)
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{
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tile.Depth++;
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tile.Sprite = smudges[tile.Type][tile.Depth];
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}
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dirty[loc] = tile;
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}
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}
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public void TickRender(WorldRenderer wr, Actor self)
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{
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var remove = new List<CPos>();
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foreach (var kv in dirty)
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{
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if (!self.World.FogObscures(kv.Key))
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{
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tiles[kv.Key] = kv.Value;
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render.Update(kv.Key, kv.Value.Sprite);
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remove.Add(kv.Key);
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}
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}
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foreach (var r in remove)
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dirty.Remove(r);
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}
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public void Render(WorldRenderer wr)
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{
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render.Draw(wr.Viewport);
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}
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bool disposed;
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public void Disposing(Actor self)
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{
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if (disposed)
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return;
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render.Dispose();
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disposed = true;
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}
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}
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}
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